WO2020073324A1 - 游戏用户匹配方法、相关设备以及计算机可读存储介质 - Google Patents

游戏用户匹配方法、相关设备以及计算机可读存储介质 Download PDF

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Publication number
WO2020073324A1
WO2020073324A1 PCT/CN2018/110081 CN2018110081W WO2020073324A1 WO 2020073324 A1 WO2020073324 A1 WO 2020073324A1 CN 2018110081 W CN2018110081 W CN 2018110081W WO 2020073324 A1 WO2020073324 A1 WO 2020073324A1
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WO
WIPO (PCT)
Prior art keywords
game
pairing
user
matching
unprocessed
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Application number
PCT/CN2018/110081
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English (en)
French (fr)
Inventor
魏濛
Original Assignee
深圳市欢太科技有限公司
Oppo广东移动通信有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 深圳市欢太科技有限公司, Oppo广东移动通信有限公司 filed Critical 深圳市欢太科技有限公司
Priority to PCT/CN2018/110081 priority Critical patent/WO2020073324A1/zh
Priority to CN201880097917.4A priority patent/CN112739435A/zh
Publication of WO2020073324A1 publication Critical patent/WO2020073324A1/zh

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list

Definitions

  • the present invention relates to the field of communication technologies, and in particular, to a game user matching method, related devices, and computer-readable storage media.
  • Embodiments of the present application provide a game user matching method, related devices, and computer-readable storage media, which can meet the personalized matching needs of game users.
  • a first aspect of an embodiment of the present application provides a game user matching method, including:
  • the first matching request carrying first user information of the first game user
  • the first pairing request carries user information screening conditions, obtain the number of unprocessed pairing requests that meet the user information screening conditions;
  • the number of unprocessed pairing requests that meet the user information screening condition is greater than or equal to the game pairing number, select the pairing with the game pairing number from the unprocessed pairing requests that meet the user information screening condition The corresponding game user is requested to match with the first game user.
  • a second aspect of an embodiment of the present application provides a game user matching device.
  • the game user matching device is applied to an electronic device.
  • the game user matching device includes a receiving unit, an obtaining unit, and a matching unit, wherein:
  • the receiving unit is configured to receive a first matching request initiated by a first game user, where the first matching request carries first user information of the first game user;
  • the acquiring unit is configured to acquire the number of unprocessed pairing requests that meet the user information filtering conditions when the first pairing request carries user information filtering conditions;
  • the matching unit is configured to select, from the unprocessed matching requests that meet the user information screening condition, the number of unprocessed matching requests that meet the user information screening condition is greater than or equal to the number of game matches The game user corresponding to the pairing request for the number of game pairings selected is matched with the first game user.
  • a third aspect of the embodiments of the present application provides an electronic device, including a processor and a memory, where the memory is used to store one or more programs, and the one or more programs are configured to be executed by the processor.
  • the procedure includes performing some or all of the steps as described in any method of the first aspect of the embodiments of the present application.
  • a fourth aspect of embodiments of the present application provides a computer-readable storage medium for storing a computer program for electronic data exchange, wherein the computer program causes a computer to execute the first aspect of the embodiment of the present application Part or all of the steps described in any method.
  • a fifth aspect of an embodiment of the present application provides a computer program product.
  • the computer program product includes a non-transitory computer-readable storage medium that stores a computer program.
  • the computer program is operable to cause a computer to execute In one aspect, some or all of the steps described in any method.
  • the number of unprocessed matching requests that meet the user information screening conditions can be obtained according to the user information screening conditions carried in the first matching request; if the user information screening conditions are met
  • the number of unprocessed pairing requests is greater than or equal to the number of game pairings, and the game user corresponding to the number of game pairing requests is selected from the unprocessed pairing requests that match the user information filtering conditions to match with the first game user.
  • the game users corresponding to the matching matching request can be screened according to the user information screening conditions to match, so as to meet the personalized matching needs of the game users.
  • FIG. 1 is a schematic flowchart of a game user matching method disclosed in an embodiment of the present application
  • FIG. 2 is a schematic flowchart of another game user matching method disclosed in an embodiment of the present application.
  • FIG. 3 is a schematic flowchart of another game user matching method disclosed in an embodiment of the present application.
  • FIG. 4 is a schematic structural diagram of a game user matching device disclosed in an embodiment of the present application.
  • FIG. 5 is a schematic structural diagram of an electronic device disclosed in an embodiment of the present application.
  • the electronic devices involved in the embodiments of the present application may include various handheld devices with wireless communication functions, in-vehicle devices, wearable devices, computing devices, or other processing devices connected to a wireless modem, and various forms of server devices, and Various forms of user equipment (User Equipment, UE), mobile station (Mobile Station, MS), terminal equipment (terminal), etc.
  • UE User Equipment
  • MS Mobile Station
  • terminal terminal
  • electronic devices For convenience of description, the devices mentioned above are collectively referred to as electronic devices.
  • FIG. 1 is a schematic flowchart of a game user matching method disclosed in an embodiment of the present application. As shown in FIG. 1, the game user matching method includes the following steps.
  • the electronic device receives a first matching request initiated by a first game user, where the first matching request carries first user information of the first game user.
  • the electronic device may be a user terminal such as a mobile phone or a game server.
  • the electronic device may be a game server corresponding to the game APP.
  • the electronic device can match the game user who initiated the pairing request in the game APP.
  • the first game user may be a game user registered on the first client.
  • the first game user's first user information may be filled in.
  • the first user information may include the first game user's user ID (eg, user name, account name, etc.), age, Gender, hobbies, location, etc.
  • the first client may initiate a first pairing request to the electronic device (eg, game server).
  • the first user information includes at least one of gender information of the first game user, age information of the first game user, and geographic location information of the first game user.
  • the electronic device obtains the number of unprocessed pairing requests that meet the user information screening conditions.
  • the user information screening conditions may include at least one of age screening conditions and gender screening conditions.
  • the age screening conditions may include male / female / random
  • the gender screening conditions may include unlimited / same age / larger / smaller.
  • Gender screening conditions can also include specific age limits. For example, under 16, 16-25, 26-35, and over 35.
  • the electronic device can receive the pairing requests initiated by all game users of the game APP, and put the received pairing requests into the corresponding queue. For example, matching requests with different filtering conditions can be placed in different queues, matching requests with different user information can be placed in different queues, and matching requests with the same user information and filtering conditions can be placed in the same queue. (For example, if the user information of the first user is the same as the screening conditions of the second user, the pairing request of the first user and the pairing request of the second user can be put in the same queue). Pairing requests that enter the queue will match the matching requests in the queue according to the order in which the pairing requests enter the queue. Pairing requests that enter the queue first will be processed first.
  • the pairing request in the queue will generally have three states: “unprocessed state”, “matching state”, and “clear state”. "Unprocessed state” indicates that the matching request has not been pulled into the matching group for matching, “matching state” indicates that the matching request is being pulled into the matching group for matching, and “cleared state” indicates that the game user corresponding to the matching request has been completed In case of a match, the queue needs to be emptied.
  • the electronic device obtains the number of unprocessed pairing requests that meet the user information screening conditions, which may be specifically: the electronic device determines the number of matching requests in the "unprocessed state" that meet the user information screening conditions from the queue that meets the user information screening conditions .
  • the electronic device selects the game user corresponding to the number of game pairing requests from the unprocessed pairing requests that match the user information screening condition. The first game user makes a match.
  • the number of game matches refers to the number of game users other than the first game user required to complete game matching.
  • the number of game matches is equal to 1; for a 3-player game (for example, an online landlord), the number of game matches is equal to 2; for a 4-player game (for example, Playing Mahjong online), the number of game matches is equal to 3.
  • the electronic device selects a game user corresponding to the number of game pairing requests from the unprocessed pairing requests that match the user information screening condition to match with the first game user, the other game users matching with the first game user
  • the status of the pairing request is changed from "Unprocessed Status" to "Match Status".
  • the match is successful, the status of the pairing request corresponding to the other game users matching the first game user is changed from the "matching state" to the "empty state", and the electronic device removes these pairing requests from the "empty state" from the queue Clear.
  • the electronic device selects a game user corresponding to the number of game pairing requests from the unprocessed pairing requests that match the user information screening condition to match with the first game user, the first game user is pulled with other game users who make matches In a matching group, when all game users in the matching group are confirmed within a period of time, the match is determined to be successful. If there are game users in the matching group that are not confirmed within a period of time, the status of the matching request corresponding to the game user Changed from "matching state" to "unprocessed state”.
  • the game users corresponding to the matching matching request can be screened and matched according to the user information screening conditions, so as to meet the personalized matching needs of the game users. You can quickly find game users who match your expectations and play together, which improves the fun of game play.
  • FIG. 2 is a schematic flowchart of another game user matching method disclosed in an embodiment of the present application.
  • FIG. 2 is further optimized based on FIG. 1.
  • the game user matching method It includes the following steps.
  • the electronic device receives a first pairing request initiated by a first game user, where the first pairing request carries first user information of the first game user.
  • the electronic device obtains the number of unprocessed pairing requests that meet the user information screening conditions.
  • the electronic device selects the game user corresponding to the number of game pairing requests from the unprocessed pairing requests that meet the user information screening condition.
  • the first game user makes a match.
  • steps 201 to 203 for specific implementation of steps 201 to 203 in the embodiments of the present application, reference may be made to steps 101 to 103 shown in FIG. 1, and details are not described herein again.
  • the electronic device relaxes the user information screening conditions to obtain the relaxed user information screening conditions, and records the length of time to wait for the first pairing request to be processed.
  • relaxing the user information filtering condition refers to enlarging the filtering range of the user information filtering condition, so that more unprocessed pairing requests meet the relaxed user information filtering condition. In order to quickly match.
  • the relaxed user information filtering condition may be: “gender: female, age: same age or younger”.
  • the relaxed user information filtering condition may be: “gender: female, age: unlimited (users who have not filled in age information)”.
  • the relaxed user information filtering condition may be: “gender: female, age: unlimited (users who have not filled in age information)”.
  • the waiting time for the first pairing request refers to the time for the first pairing request to wait for processing after the electronic device receives the first pairing request.
  • the reason why the first pairing request is waiting to be processed is generally because no matching request that matches the user information screening condition of the first pairing request is found. When the waiting processing time of the first pairing request is long, it will affect the game experience of the game user.
  • the electronic device obtains the number of unprocessed pairing requests that meet the relaxed user information filtering conditions.
  • the electronic device selects the pairing with the game pairing number from the unprocessed pairing requests that meet the relaxed user information screening condition The corresponding game user is requested to match with the first game user.
  • the number of unprocessed pairing requests that meet the relaxed user information filtering conditions is greater than or equal to the number of game matches after the user information filtering conditions are relaxed, the number of matched game matches can be selected after the relaxed user information filtering conditions The game user corresponding to the matching request matches with the first game user.
  • the number of matching requests that meet the user information screening conditions is insufficient, matching can be performed by relaxing the user information screening conditions, thereby increasing the speed of condition matching.
  • the electronic device acquires the waiting processing time of the first pairing request.
  • the electronic device obtains the data of the virtual robot user in advance .
  • the electronic device can wait for a certain period of time. For example, waiting for the first preset duration. If the waiting processing duration of the first pairing request is equal to the first preset duration, the number of unprocessed pairing requests that meet the relaxed user information filtering condition is still less than the number of game pairings, the electronic device obtains a certain number of virtual robot users in advance data.
  • the electronic device obtains data of a certain number of virtual robot users in advance in order to use the virtual robot to perform supplementary matching when the number of real users who subsequently meet the relaxed user information screening conditions is insufficient for the number of game matches.
  • the problem of too few actual active users is prone to occur.
  • matching can be achieved quickly if the user information screening conditions are met as much as possible.
  • the electronic device compares the first game user with the virtual The robot user performs matching; wherein, the second preset duration is greater than the first preset duration.
  • the electronic device since the electronic device also needs to spend a certain time when performing the step of acquiring the data of the virtual robot user in advance, after the data of the virtual robot user is prepared, if the relaxed user information screening conditions are met, The number of processed pairing requests is still less than the number of game pairings, then a virtual user is used for matching, and the electronic device matches the first game user with the virtual robot user.
  • the second preset duration is greater than the first preset duration, and the time difference between the second preset duration and the first preset duration is sufficient for the electronic device to obtain data of a certain number of virtual robot users in advance.
  • the data of the virtual robot user may include virtual robot information such as the virtual user name, virtual gender, and virtual age of the virtual robot. Virtual robot information meets user information screening conditions.
  • the electronic device matches the relaxed user Among the unprocessed pairing requests of the information filtering condition, the game user corresponding to the number of game pairing requests is selected to match the first game user.
  • step 206 may be executed to continue using the real user Make a match.
  • the game users corresponding to the matching request that matches the conditions can be filtered according to the user information screening conditions to match, to meet the personalized matching needs of the game users. If the number of matching requests that meet the user information screening conditions is not enough, the virtual robot user can be used for matching, and the matching can be quickly realized if the user information screening conditions are satisfied as much as possible.
  • FIG. 3 is a schematic flowchart of another game user matching method disclosed in an embodiment of the present application. As shown in FIG. 3, the game user matching method includes the following steps.
  • the electronic device receives a first pairing request initiated by a first game user, where the first pairing request carries first user information of the first game user.
  • the electronic device obtains the number of unprocessed pairing requests that meet the user information screening conditions.
  • the electronic device selects the game user corresponding to the number of game pairing requests from the unprocessed pairing requests that meet the user information screening condition. The first game user makes a match.
  • steps 301 to 303 for specific implementation of steps 301 to 303 in the embodiments of the present application, reference may be made to steps 101 to 103 shown in FIG. 1, and details are not described herein again.
  • the electronic device puts the first pairing request into the random pairing request list.
  • the first pairing request does not carry the user information screening condition, which may be that the first pairing request does not carry any information about the user information screening condition, or may carry the user information screening condition without any restriction.
  • the user information filtering conditions in the first pairing request are age-independent, gender-independent, and geographic-location-independent user information filtering conditions without any restriction conditions, and it may also be considered that the first pairing request does not carry user information filtering conditions.
  • the electronic device puts the first pairing request into the random pairing request list.
  • the electronic device obtains the number of unprocessed pairing requests in the random pairing request list.
  • the electronic device matches all game users corresponding to all unprocessed pairing requests in the pairing request list.
  • the specified number of games is greater than the number of game pairs, and the difference between the specified number of games and the number of game pairs is 1.
  • the electronic device matches all game users corresponding to all unprocessed pairing requests in the pairing request list.
  • the first pairing request is also included in the pairing request list, and the first game user also joins the match.
  • the specified number of games refers to the number of game users required to complete game matching. For example, for a 2-player game (for example, a 1V1 game), the specified number of games is equal to 2; for a 3-player game (for example, an online landlord), the specified number of games is equal to 3; for a 4-player game (for example, Playing Mahjong online), the specified number of games is equal to 4.
  • the electronic device records the length of time to wait for processing the first pairing request.
  • the electronic device obtains data of the virtual robot user in advance.
  • the electronic device obtains a certain number of virtual robot users in advance The data.
  • the electronic device obtains the data of a certain number of virtual robot users in advance to match the virtual robot when the number of matching requests in the subsequent random pairing request list is not enough for the game matching number. For some gaming apps with low activity level, it is prone to the problem of too few actual active users. With the method of this application, matching can be achieved quickly when there are few online game users.
  • the waiting processing duration of the first pairing request is equal to the fourth preset duration, if the number of unprocessed pairing requests in the random pairing request list is still less than the specified number of games, the electronic device matches the first game user with the virtual robot user ; Where the fourth preset duration is greater than the third preset duration.
  • the electronic device since the electronic device also needs to spend a certain time when performing the step of acquiring the data of the virtual robot user in advance, after the data of the virtual robot user is prepared, if the unprocessed pairing request in the random pairing request list If the number is still smaller than the number specified by the game, the virtual users are used for matching, and the electronic device matches the first game user with the virtual robot user.
  • the fourth preset duration is greater than the third preset duration, and the time difference between the fourth preset duration and the third preset duration is sufficient for the electronic device to obtain data of a certain number of virtual robot users in advance.
  • the data of the virtual robot user may include virtual robot information such as the virtual user name, virtual gender, and virtual age of the virtual robot.
  • Virtual robot information meets user information screening conditions.
  • the sizes of the fourth preset duration and the second preset duration are not limited, and the fourth preset duration may be equal to the second preset duration, or may be less than or greater than the second preset duration.
  • the size of the third preset duration and the first preset duration are not limited, and the third preset duration may be equal to the first preset duration, or may be less than or greater than the first preset duration.
  • the first preset duration may be 5 seconds
  • the second preset duration may be 7 seconds
  • the third preset duration may be 5 seconds
  • the fourth preset duration may be 7 seconds.
  • the first preset duration, the second preset duration, the third preset duration, and the fourth preset duration can all be preset and stored in the non-volatile memory of the electronic device.
  • the electronic device when the waiting processing duration of the first pairing request is equal to the fourth preset duration, if the number of unprocessed pairing requests in the random pairing request list is equal to the specified number of games, the electronic device will compare all unprocessed pairings in the pairing request list Request the corresponding game user to match.
  • the electronic device matches the game users in the random pairing request list The request is initiated from first to last to match the specified number of game users of the selected game.
  • the electronic device pairs the specified number of game users in the selected game according to the initiation time of the game user's pairing request in the random pairing request list.
  • matching may be performed according to the order in which the pairing requests enter the list. Match the game users who initiate the game request first, to ensure that the game users who initiate the game request first complete the speed match, thereby improving the user's game experience.
  • the method shown in FIG. 3 may further include the following steps:
  • the electronic device When entering the game user recommendation page, the electronic device displays a preset number of online game users on the game user recommendation page based on preset rules.
  • the preset rule may be determined based on the geographic location.
  • the preset number may be set in advance and stored in the non-volatile memory of the electronic device, for example, the preset number may be 20.
  • the preset rule may be to display 5 online game users within 5 kilometers, 5 online game users within 5-15 kilometers, 5 online game users within 15-100 kilometers, 100 thousand 5 online game users beyond meters. If there are less than 5 online users who meet the requirements, the users who are 100 kilometers away will be searched for replacement.
  • This application can recommend a certain number of online users in different geographic locations. It is convenient for users to choose online game users displayed on the game user recommendation page to fight, solve the social game appeal of strangers, and increase user stickiness.
  • the game users corresponding to the matching request that matches the conditions can be filtered according to the user information screening conditions to match, to meet the personalized matching needs of the game users.
  • they can be paired in the order in which the pairing request is initiated to ensure that the game user who first initiates the game request first completes speed matching, thereby improving the user's game experience.
  • the electronic device includes a hardware structure and / or a software module corresponding to each function.
  • the present invention can be implemented in the form of hardware or a combination of hardware and computer software in combination with the units and algorithm steps of the examples described in the embodiments disclosed herein. Whether a function is executed by hardware or computer software driven hardware depends on the specific application and design constraints of the technical solution. Professional technicians can use different methods to implement the described functions for each specific application, but such implementation should not be considered beyond the scope of the present invention.
  • the embodiments of the present application may divide the functional unit of the electronic device according to the above method example, for example, each functional unit may be divided corresponding to each function, or two or more functions may be integrated into one processing unit.
  • the above integrated unit can be implemented in the form of hardware or software function unit. It should be noted that the division of units in the embodiments of the present application is schematic, and is only a division of logical functions, and there may be other division manners in actual implementation.
  • FIG. 4 is a schematic structural diagram of a game user matching device disclosed in an embodiment of the present application.
  • the game user matching device 400 is applied to an electronic device.
  • the game user matching device 400 includes a receiving unit 401, an obtaining unit 402, and a matching unit 403, where:
  • the receiving unit 401 is configured to receive a first pairing request initiated by a first game user, and the first pairing request carries the first user information of the first game user;
  • the obtaining unit 402 is configured to obtain the number of unprocessed pairing requests that meet the user information screening conditions when the first pairing request carries the user information screening conditions;
  • the matching unit 403 is used to select the number of matching requests to match the game from the unprocessed matching requests matching the user information screening condition when the number of unprocessed matching requests matching the user information screening condition is greater than or equal to the number of game matching The corresponding game user is matched with the first game user.
  • the game user matching device 400 further includes a first processing unit 404;
  • the first processing unit 404 is used to relax the user information filtering conditions when the number of unprocessed pairing requests that meet the user information filtering conditions is less than the number of game matches, and obtain the relaxed user information filtering conditions, and record the first pairing request Waiting time for processing;
  • the obtaining unit 402 is also used to obtain the number of unprocessed pairing requests that meet the relaxed user information screening conditions;
  • the matching unit 403 is also used to select from the unprocessed pairing requests that meet the relaxed user information filtering conditions when the number of unprocessed matching requests that meet the relaxed user information filtering conditions is greater than or equal to the number of game matches The game user corresponding to the number of game pairing requests matches with the first game user.
  • the acquiring unit 402 is further configured to acquire the waiting processing time of the first pairing request when the number of unprocessed pairing requests that meet the relaxed user information filtering conditions is less than the number of game pairings;
  • the obtaining unit 402 is also used to obtain a virtual robot in advance if the number of unprocessed pairing requests that meet the relaxed user information filtering conditions is still less than the number of game pairs when the waiting time for the first pairing request is equal to the first preset time User data;
  • the matching unit 403 is further configured to, when the waiting processing duration of the first pairing request is equal to the second preset duration, if the number of unprocessed pairing requests that meet the relaxed user information filtering condition is still less than the number of game pairings, match the first game The user matches the virtual robot user; wherein, the second preset duration is greater than the first preset duration.
  • the matching unit 403 is further configured to: when the waiting time of the first pairing request is equal to the second preset time, if the number of unprocessed pairing requests that meet the relaxed user information filtering conditions is greater than or equal to the number of game matches Select the game user corresponding to the number of game pairing requests from the unprocessed pairing requests that meet the relaxed user information filtering conditions to match with the first game user.
  • the game user matching device 400 further includes a second processing unit 405;
  • the second processing unit 405 is configured to put the first pairing request into the random pairing request list when the first pairing request does not carry user information filtering conditions;
  • the obtaining unit 402 is also used to obtain the number of unprocessed pairing requests in the random pairing request list;
  • the matching unit 403 is also used to match the game users corresponding to all unprocessed pairing requests in the pairing request list when the number of unprocessed pairing requests in the pairing request list is equal to the game specified number, and the game specified number is greater than the game matching Number, the difference between the specified number of games and the number of game pairs is 1.
  • the second processing unit 405 is further configured to record the waiting processing time of the first pairing request when the number of unprocessed pairing requests in the random pairing request list is less than the number specified by the game;
  • the obtaining unit 402 is also used to obtain the data of the virtual robot user in advance if the number of unprocessed pairing requests in the random pairing request list is still less than the specified number of games when the waiting time for the first pairing request is equal to the third preset time.
  • the matching unit 403 is also used to connect the first game user with the virtual robot if the number of unprocessed pairing requests in the random pairing request list is still less than the specified number of games when the waiting time for the first pairing request is equal to the fourth preset time
  • the user performs matching; wherein, the fourth preset duration is greater than the third preset duration.
  • the matching unit 403 is also used to select the game user's matching request initiation time from the first to the second according to the number of unprocessed pairing requests in the random pairing request list that is greater than the specified number of games The specified number of game users in the game are paired.
  • the game user matching device 400 further includes a display unit 406;
  • the display unit 406 is configured to display a preset number of online game users on the game user recommendation page based on preset rules when entering the game user recommendation page.
  • the first user information includes at least one of gender information of the first game user, age information of the first game user, and geographic location information of the first game user.
  • the game users corresponding to the matching matching request can be screened and matched according to the user information screening conditions, so as to meet the personalized matching needs of the game users. You can quickly find game users who match your expectations and play together, which improves the fun of game play.
  • FIG. 5 is a schematic structural diagram of an electronic device disclosed in an embodiment of the present application.
  • the electronic device 500 includes a processor 501 and a memory 502, wherein the electronic device 500 may further include a bus 503, the processor 501 and the memory 502 may be connected to each other through the bus 503, and the bus 503 may be a peripheral component Peripheral Component Interconnect (PCI) bus or Extended Industry Standard Architecture (EISA) bus, etc.
  • PCI Peripheral Component Interconnect
  • EISA Extended Industry Standard Architecture
  • the bus 503 can be divided into an address bus, a data bus, and a control bus. For ease of representation, only a thick line is used in FIG. 5, but it does not mean that there is only one bus or one type of bus.
  • the electronic device 500 may further include an input and output device 504, and the input and output device 504 may include a display screen, such as a liquid crystal display screen.
  • the memory 502 is used to store one or more programs containing instructions; the processor 501 is used to call the instructions stored in the memory 502 to perform some or all of the method steps in FIGS. 1 to 3 described above.
  • the game users corresponding to the matching request matching can be screened according to the user information screening conditions to match, thereby meeting the personalized matching needs of the game users. You can quickly find game users who match your expectations and play together, which improves the fun of game play.
  • An embodiment of the present application further provides a computer storage medium, wherein the computer storage medium stores a computer program for electronic data exchange, which causes the computer to execute any of the game user matching methods described in the above method embodiments Part or all steps.
  • An embodiment of the present application also provides a computer program product, the computer program product includes a non-transitory computer-readable storage medium storing a computer program, the computer program is operable to cause the computer to execute as described in the above method embodiments Some or all steps of any game user matching method.
  • the disclosed device may be implemented in other ways.
  • the device embodiments described above are only schematic.
  • the division of the unit is only a logical function division.
  • there may be another division manner for example, multiple units or components may be combined or may Integration into another system, or some features can be ignored, or not implemented.
  • the displayed or discussed mutual coupling or direct coupling or communication connection may be indirect coupling or communication connection through some interfaces, devices or units, and may be in electrical or other forms.
  • the units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, they may be located in one place, or may be distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
  • each functional unit in each embodiment of the present invention may be integrated into one processing unit, or each unit may exist alone physically, or two or more units may be integrated into one unit.
  • the above integrated unit can be implemented in the form of hardware or software function unit.
  • the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it may be stored in a computer-readable memory.
  • the technical solution of the present invention can be embodied in the form of a software product in essence or a part that contributes to the existing technology or all or part of the technical solution, and the computer software product is stored in a memory.
  • a computer device which may be a personal computer, server, or network device, etc.
  • the aforementioned memory includes: U disk, Read-Only Memory (ROM, Read-Only Memory), Random Access Memory (RAM, Random Access Memory), mobile hard disk, magnetic disk or optical disk and other media that can store program codes.
  • the program may be stored in a computer-readable memory, and the memory may include: a flash disk , Read-Only Memory (English: Read-Only Memory, abbreviation: ROM), Random Access Device (English: Random Access Memory, abbreviation: RAM), magnetic disk or optical disk, etc.
  • ROM Read-Only Memory
  • RAM Random Access Device
  • magnetic disk or optical disk etc.

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Abstract

一种游戏用户匹配方法、相关设备以及计算机可读存储介质,该方法包括:接收第一游戏用户发起的第一配对请求,第一配对请求携带第一游戏用户的第一用户信息;若第一配对请求携带用户信息筛选条件,获取符合用户信息筛选条件的未处理的配对请求数量;若符合用户信息筛选条件的未处理的配对请求数量大于或等于游戏配对数量,从符合用户信息筛选条件的未处理的配对请求中选择与游戏配对数量的配对请求对应的游戏用户与第一游戏用户进行匹配。

Description

游戏用户匹配方法、相关设备以及计算机可读存储介质 技术领域
本发明涉及通信技术领域,具体涉及一种游戏用户匹配方法、相关设备以及计算机可读存储介质。
背景技术
目前,在手机等电子设备上,出现各种各样的游戏,各种游戏之间的竞争激烈,游戏开发者为了吸引更多的游戏用户以及增加用户粘性,在游戏中引入了匹配机制,即任意两个或两个以上的游戏用户配对后进行游戏,可以提高游戏的趣味性。目前的匹配机制一般是随机匹配,无法满足游戏用户的个性化匹配需求。
发明内容
本申请实施例提供了一种游戏用户匹配方法、相关设备以及计算机可读存储介质,可以满足游戏用户的个性化匹配需求。
本申请实施例第一方面提供一种游戏用户匹配方法,包括:
接收第一游戏用户发起的第一配对请求,所述第一配对请求携带所述第一游戏用户的第一用户信息;
若所述第一配对请求携带用户信息筛选条件,获取符合所述用户信息筛选条件的未处理的配对请求数量;
若所述符合所述用户信息筛选条件的未处理的配对请求数量大于或等于游戏配对数量,从所述符合所述用户信息筛选条件的未处理的配对请求中选择与所述游戏配对数量的配对请求对应的游戏用户与所述第一游戏用户进行匹配。
本申请实施例第二方面提供一种游戏用户匹配装置,所述游戏用户匹配装置应用于电子设备,所述游戏用户匹配装置包括接收单元、获取单元以及匹配单元,其中:
所述接收单元,用于接收第一游戏用户发起的第一配对请求,所述第一配对请求携带所述第一游戏用户的第一用户信息;
所述获取单元,用于在所述第一配对请求携带用户信息筛选条件的情况下,获取符合所述用户信息筛选条件的未处理的配对请求数量;
所述匹配单元,用于在所述符合所述用户信息筛选条件的未处理的配对请求数量大于或等于游戏配对数量的情况下,从所述符合所述用户信息筛选条件的未处理的配对请求中选择与所述游戏配对数量的配对请求对应的游戏用户与所述第一游戏用户进行匹配。
本申请实施例第三方面提供一种电子设备,包括处理器以及存储器,所述存储器用于存储一个或多个程序,所述一个或多个程序被配置成由所述处理器执行,所述程序包括用于执行如本申请实施例第一方面任一方法中所描述的部分或全部步骤。
本申请实施例第四方面提供一种计算机可读存储介质,所述计算机可读存储介质用于存储电子数据交换的计算机程序,其中,所述计算机程序使得计算机执行如本申请实施例第一方面任一方法中所描述的部分或全部步骤。
本申请实施例第五方面提供一种计算机程序产品,所述计算机程序产品包括存储了计算机程序的非瞬时性计算机可读存储介质,所述计算机程序可操作来使计算机执行如本申请实施例第一方面任一方法中所描述的部分或全部步骤。
本申请实施例中,对于第一游戏用户发起的第一配对请求,可以根据第一配对请求中携带用户信息筛选条件获取符合用户信息筛选条件的未处理的配对请求数量;若符合用户信息筛选条件的未处理的配对请求数量大于或等于游戏配对数量,从符合用户信息筛选条件的未处理的配对请求中选择与游戏配对数量的配对请求对应的游戏用户与第一游戏用户进行匹配。可以根据用户信息筛选条件筛选符合条件的配对请求对应的游戏用户进行匹配,从而满足游戏用户的个性化匹配需求。
附图说明
为了更清楚地说明本申请实施例或现有技术中的技术方案,下面将对实施 例或现有技术描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本发明的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1是本申请实施例公开的一种游戏用户匹配方法的流程示意图;
图2是本申请实施例公开的另一种游戏用户匹配方法的流程示意图;
图3是本申请实施例公开的另一种游戏用户匹配方法的流程示意图;
图4是本申请实施例公开的一种游戏用户匹配装置的结构示意图;
图5是本申请实施例公开的一种电子设备的结构示意图。
具体实施方式
为了使本技术领域的人员更好地理解本发明方案,下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本发明一部分实施例,而不是全部的实施例。基于本发明中的实施例,本领域普通技术人员在没有作出创造性劳动前提下所获得的所有其他实施例,都属于本发明保护的范围。
本发明的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别不同对象,而不是用于描述特定顺序。此外,术语“包括”和“具有”以及它们任何变形,意图在于覆盖不排他的包含。例如包含了一系列步骤或单元的过程、方法、系统、产品或设备没有限定于已列出的步骤或单元,而是可选地还包括没有列出的步骤或单元,或可选地还包括对于这些过程、方法、产品或设备固有的其他步骤或单元。
在本文中提及“实施例”意味着,结合实施例描述的特定特征、结构或特性可以包含在本发明的至少一个实施例中。在说明书中的各个位置出现该短语并不一定均是指相同的实施例,也不是与其它实施例互斥的独立的或备选的实施例。本领域技术人员显式地和隐式地理解的是,本文所描述的实施例可以与其它实施例相结合。
本申请实施例所涉及到的电子设备可以包括各种具有无线通信功能的手持设备、车载设备、可穿戴设备、计算设备或连接到无线调制解调器的其他处理设备,以及各种形式的服务器设备,以及各种形式的用户设备(User  Equipment,UE),移动台(Mobile Station,MS),终端设备(terminal device)等等。为方便描述,上面提到的设备统称为电子设备。
下面对本申请实施例进行详细介绍。
请参阅图1,图1是本申请实施例公开的一种游戏用户匹配方法的流程示意图,如图1所示,该游戏用户匹配方法包括如下步骤。
101,电子设备接收第一游戏用户发起的第一配对请求,该第一配对请求携带第一游戏用户的第一用户信息。
本申请实施例中,电子设备可以是手机等用户终端,也可以是游戏服务器。对于某一款游戏APP而言,电子设备可以是该游戏APP对应的游戏服务器。电子设备可以对该游戏APP中发起配对请求的游戏用户进行匹配。第一游戏用户可以是第一客户端上注册的游戏用户。第一游戏用户在客户端上注册时,可以填写第一游戏用户的第一用户信息,该第一用户信息可以包括第一游戏用户的用户标识(比如,用户名、账户名等)、年龄、性别、爱好、所在地等信息。第一游戏用户在第一客户端上发起对战时,第一客户端可以向电子设备(比如,游戏服务器)发起第一配对请求。
可选的,第一用户信息包括第一游戏用户的性别信息、第一游戏用户的年龄信息、第一游戏用户的地理位置信息中的至少一种。
102,若第一配对请求携带用户信息筛选条件,电子设备获取符合用户信息筛选条件的未处理的配对请求数量。
本申请实施例中,用户信息筛选条件可以包括年龄筛选条件、性别筛选条件中的至少一种。举例来说,年龄筛选条件可以包括男/女/随机,性别筛选条件可以包括不限/同龄/更大/更小。性别筛选条件还可以包括具体的年龄段的限制。比如,16岁以下、16-25岁、26-35岁、35岁以上。
电子设备可以接收该游戏APP的所有游戏用户发起的配对请求,并将接收到的配对请求放入相应的队列中。比如,可以将不同筛选条件的配对请求放入不同的队列中,也可以将不同用户信息的配对请求放入不同的队列中,还可以将用户信息和筛选条件相同的配对请求放入同一队列中(比如,第一用户的用户信息与第二用户的筛选条件相同,则可以将第一用户的配对请求与第二用户的配对请求放入同一队列中)。进入队列的配对请求,会根据该配对请求的 进入队列的先后顺序对队列中的配对请求进行匹配处理。先进入队列的配对请求会优先处理。当配对请求对应的游戏用户匹配成功后,会将该配对请求从队列中清除。队列中的配对请求一般会有三种状态:“未处理状态”、“正在匹配状态”、“清空状态”。“未处理状态”表明该配对请求没有被拉入匹配组进行匹配,“正在匹配状态”表明该配对请求正被拉入匹配组进行匹配,“清空状态”表明该配对请求对应的游戏用户已经完成了匹配,需要对该队列进行清空。
电子设备获取符合用户信息筛选条件的未处理的配对请求数量,具体可以为:电子设备从符合该用户信息筛选条件的队列中确定符合用户信息筛选条件的处于“未处理状态”的配对请求的数量。
103,若符合用户信息筛选条件的未处理的配对请求数量大于或等于游戏配对数量,电子设备从符合用户信息筛选条件的未处理的配对请求中选择与游戏配对数量的配对请求对应的游戏用户与第一游戏用户进行匹配。
本申请实施例中,游戏配对数量指的是完成游戏匹配所需要的除第一游戏用户之外的其他游戏用户的数量。比如,对于2人对战类游戏(比如,1V1游戏),游戏配对数量等于1;对于3人对战类游戏(比如,在线斗地主),游戏配对数量等于2;对于4人对战类游戏(比如,在线打麻将),游戏配对数量等于3。
当电子设备从符合用户信息筛选条件的未处理的配对请求中选择与游戏配对数量的配对请求对应的游戏用户与第一游戏用户进行匹配时,与第一游戏用户进行匹配的其他游戏用户对应的配对请求的状态从“未处理状态”被修改为“正在匹配状态”。当匹配成功后,与第一游戏用户进行匹配的其他游戏用户对应的配对请求的状态从“正在匹配状态”被修改为“清空状态”,电子设备将这些为“清空状态”的配对请求从队列中清除。
当电子设备从符合用户信息筛选条件的未处理的配对请求中选择与游戏配对数量的配对请求对应的游戏用户与第一游戏用户进行匹配时,第一游戏用户与进行匹配的其他游戏用户被拉入一个匹配组,当匹配组内的所有游戏用户在一段时间内确认后,才确定匹配成功,如果匹配组内的存在游戏用户在一段时间内未确认,则该游戏用户对应的配对请求的状态从“正在匹配状态”被修改为“未处理状态”。
本申请实施例中,可以根据用户信息筛选条件筛选符合条件的配对请求对应的游戏用户进行匹配,从而满足游戏用户的个性化匹配需求。可以快速找到符合用户预期的游戏用户一起对战,提高了游戏对战的趣味性。
请参阅图2,图2是本申请实施例公开的另一种游戏用户匹配方法的流程示意图,图2是在图1的基础上进一步优化得到的,如图2所示,该游戏用户匹配方法包括如下步骤。
201,电子设备接收第一游戏用户发起的第一配对请求,该第一配对请求携带第一游戏用户的第一用户信息。
202,若第一配对请求携带用户信息筛选条件,电子设备获取符合用户信息筛选条件的未处理的配对请求数量。
203,若符合用户信息筛选条件的未处理的配对请求数量大于或等于游戏配对数量,电子设备从符合用户信息筛选条件的未处理的配对请求中选择与游戏配对数量的配对请求对应的游戏用户与第一游戏用户进行匹配。
本申请实施例中的步骤201至步骤203的具体实施可以参见图1所示的步骤101至步骤103,此处不再赘述。
204,若符合用户信息筛选条件的未处理的配对请求数量小于游戏配对数量,电子设备放宽用户信息筛选条件,得到放宽后的用户信息筛选条件,并记录第一配对请求的等待处理时长。
本申请实施例中,放宽用户信息筛选条件指的是将用户信息筛选条件的筛选范围放大,以使更多的未处理的配对请求符合放宽后的用户信息筛选条件。以便快速进行匹配。
比如,如果用户信息筛选条件为“性别:女,年龄:同龄”;则放宽后的用户信息筛选条件可以为:“性别:女,年龄:同龄或更小”。又比如,如果用户信息筛选条件为“性别:女,年龄:更小”;则放宽后的用户信息筛选条件可以为:“性别:女,年龄:不限(未填写年龄信息的用户)”。又比如,如果用户信息筛选条件为“性别:女,年龄:更大”;则放宽后的用户信息筛选条件可以为:“性别:女,年龄:不限(未填写年龄信息的用户)”。
第一配对请求的等待处理时长指的是电子设备接收到第一配对请求后,第一配对请求等待被处理的时长。第一配对请求等待被处理的原因一般是由于没 有找到与第一配对请求的用户信息筛选条件符合的配对请求。当第一配对请求的等待处理时长较长时,会影响游戏用户的游戏体验。
205,电子设备获取符合放宽后的用户信息筛选条件的未处理的配对请求数量。
206,若符合放宽后的用户信息筛选条件的未处理的配对请求数量大于或等于游戏配对数量,电子设备从符合放宽后的用户信息筛选条件的未处理的配对请求中选择与游戏配对数量的配对请求对应的游戏用户与第一游戏用户进行匹配。
本申请实施例中,如果放宽用户信息筛选条件后,符合放宽后的用户信息筛选条件的未处理的配对请求数量大于或等于游戏配对数量,则可以放宽后的用户信息筛选条件选取与游戏配对数量的配对请求对应的游戏用户与第一游戏用户进行匹配。可以在符合用户信息筛选条件的配对请求数量不够时,通过放宽用户信息筛选条件来进行匹配,从而提高条件匹配的速度。
207,若符合放宽后的用户信息筛选条件的未处理的配对请求数量小于游戏配对数量,电子设备获取第一配对请求的等待处理时长。
208,当第一配对请求的等待处理时长等于第一预设时长时,若符合放宽后的用户信息筛选条件的未处理的配对请求数量仍然小于游戏配对数量,电子设备预先获取虚拟机器人用户的数据。
本申请实施例中,若放宽用户信息筛选条件后,符合放宽后的用户信息筛选条件的未处理的配对请求数量小于游戏配对数量,电子设备可以等待一定时长。比如,等待第一预设时长。如果在第一配对请求的等待处理时长等于第一预设时长时,符合放宽后的用户信息筛选条件的未处理的配对请求数量仍然小于游戏配对数量,电子设备预先获取一定数量的虚拟机器人用户的数据。其中,电子设备预先获取一定数量的虚拟机器人用户的数据是为后续符合放宽后的用户信息筛选条件的真实用户数量不够游戏配对数量时,用虚拟机器人进行补充匹配。对于一些活跃度不高的游戏APP而言,容易出现实际活跃的用户数量过少的问题,采用本申请的方法,可以在尽可能满足用户信息筛选条件的情况下,快速实现匹配。
209,当第一配对请求的等待处理时长等于第二预设时长时,若符合放宽 后的用户信息筛选条件的未处理的配对请求数量仍然小于游戏配对数量,电子设备将第一游戏用户与虚拟机器人用户进行匹配;其中,第二预设时长大于第一预设时长。
本申请实施例中,由于电子设备在执行预先获取虚拟机器人用户的数据的步骤时,也需要花费一定的时间,在虚拟机器人用户的数据准备好后,若符合放宽后的用户信息筛选条件的未处理的配对请求数量仍然小于游戏配对数量,则采用虚拟的用户进行匹配,电子设备将第一游戏用户与虚拟机器人用户进行匹配。其中,第二预设时长大于第一预设时长,第二预设时长与第一预设时长的时间差足够用于电子设备预先获取一定数量的虚拟机器人用户的数据。其中,虚拟机器人用户的数据可以包括虚拟机器人的虚拟用户名、虚拟性别、虚拟年龄等虚拟机器人信息。虚拟机器人信息符合用户信息筛选条件。
210,当第一配对请求的等待处理时长等于第二预设时长时,若符合放宽后的用户信息筛选条件的未处理的配对请求数量大于或等于游戏配对数量,电子设备从符合放宽后的用户信息筛选条件的未处理的配对请求中选择与游戏配对数量的配对请求对应的游戏用户与第一游戏用户进行匹配。
本申请实施例中,在虚拟机器人用户的数据准备好后,若符合放宽后的用户信息筛选条件的未处理的配对请求数量大于或等于游戏配对数量,则可以执行步骤206,继续采用真实的用户进行匹配。
本申请实施例中,可以根据用户信息筛选条件筛选符合条件的配对请求对应的游戏用户进行匹配,满足游戏用户的个性化匹配需求。如果符合用户信息筛选条件的配对请求的数量不够,则可以用虚拟机器人用户进行匹配,可以在尽可能满足用户信息筛选条件的情况下,快速实现匹配。
请参阅图3,图3是本申请实施例公开的另一种游戏用户匹配方法的流程示意图,如图3所示,该游戏用户匹配方法包括如下步骤。
301,电子设备接收第一游戏用户发起的第一配对请求,该第一配对请求携带第一游戏用户的第一用户信息。
302,若第一配对请求携带用户信息筛选条件,电子设备获取符合用户信息筛选条件的未处理的配对请求数量。
303,若符合用户信息筛选条件的未处理的配对请求数量大于或等于游戏配对数量,电子设备从符合用户信息筛选条件的未处理的配对请求中选择与游戏配对数量的配对请求对应的游戏用户与第一游戏用户进行匹配。
本申请实施例中的步骤301至步骤303的具体实施可以参见图1所示的步骤101至步骤103,此处不再赘述。
304,若第一配对请求不携带用户信息筛选条件,电子设备将第一配对请求放入随机配对请求列表。
本申请实施例中,第一配对请求不携带用户信息筛选条件,可以是第一配对请求中不携带任何关于用户信息筛选条件的信息,也可以是携带没有任何条件限制的用户信息筛选条件。比如,第一配对请求中的用户信息筛选条件为年龄不限、性别不限、地理位置不限等没有任何限制条件的用户信息筛选条件,也可以认为第一配对请求不携带用户信息筛选条件。此时,电子设备将第一配对请求放入随机配对请求列表。
305,电子设备获取随机配对请求列表中未处理的配对请求数量。
306,若配对请求列表中未处理的配对请求数量等于游戏指定数量,电子设备将配对请求列表中未处理的所有配对请求对应的游戏用户进行匹配。其中,游戏指定数量大于游戏配对数量,游戏指定数量与游戏配对数量的差值为1。
本申请实施例中,如果配对请求列表中未处理的配对请求数量刚好等于游戏指定数量,则电子设备将配对请求列表中未处理的所有配对请求对应的游戏用户进行匹配。显然,配对请求列表中也包括第一配对请求,第一游戏用户也加入了匹配。
本申请实施例中,游戏指定数量指的是完成游戏匹配所需要的游戏用户的数量。比如,对于2人对战类游戏(比如,1V1游戏),游戏指定数量等于2;对于3人对战类游戏(比如,在线斗地主),游戏指定数量等于3;对于4人对战类游戏(比如,在线打麻将),游戏指定数量等于4。
307,若随机配对请求列表中未处理的配对请求数量小于游戏指定数量,电子设备记录第一配对请求的等待处理时长。
308,当第一配对请求的等待处理时长等于第三预设时长时,若随机配对 请求列表中未处理的配对请求数量仍然小于游戏指定数量,电子设备预先获取虚拟机器人用户的数据。
本申请实施例中,若第一配对请求的等待处理时长等于第三预设时长时,随机配对请求列表中未处理的配对请求数量仍然小于游戏指定数量,电子设备预先获取一定数量的虚拟机器人用户的数据。其中,电子设备预先获取一定数量的虚拟机器人用户的数据是为后续随机配对请求列表中的配对请求数量不够游戏配对数量时,用虚拟机器人进行匹配。对于一些活跃度不高的游戏APP而言,容易出现实际活跃的用户数量过少的问题,采用本申请的方法,可以在在线游戏用户数量较少的情况下,快速实现匹配。
309,当第一配对请求的等待处理时长等于第四预设时长时,若随机配对请求列表中未处理的配对请求数量仍然小于游戏指定数量,电子设备将第一游戏用户与虚拟机器人用户进行匹配;其中,第四预设时长大于第三预设时长。
本申请实施例中,由于电子设备在执行预先获取虚拟机器人用户的数据的步骤时,也需要花费一定的时间,在虚拟机器人用户的数据准备好后,若随机配对请求列表中未处理的配对请求数量仍然小于游戏指定数量,则采用虚拟的用户进行匹配,电子设备将第一游戏用户与虚拟机器人用户进行匹配。其中,第四预设时长大于第三预设时长,第四预设时长与第三预设时长的时间差足够用于电子设备预先获取一定数量的虚拟机器人用户的数据。其中,虚拟机器人用户的数据可以包括虚拟机器人的虚拟用户名、虚拟性别、虚拟年龄等虚拟机器人信息。虚拟机器人信息符合用户信息筛选条件。第四预设时长与第二预设时长的大小不做限定,第四预设时长可以等于第二预设时长,也可以小于或大于第二预设时长。第三预设时长与第一预设时长的大小不做限定,第三预设时长可以等于第一预设时长,也可以小于或大于第一预设时长。举例来说,可以设定第一预设时长为5秒,第二预设时长为7秒,第三预设时长为5秒,第四预设时长为7秒。第一预设时长、第二预设时长、第三预设时长、第四预设时长都可以预先进行设定并存储在电子设备的非易失性存储器中。
可选的,当第一配对请求的等待处理时长等于第四预设时长时,若随机配对请求列表中未处理的配对请求数量等于游戏指定数量,电子设备将配对请求列表中未处理的所有配对请求对应的游戏用户进行匹配。
可选的,当第一配对请求的等待处理时长等于第四预设时长时,若随机配对请求列表中未处理的配对请求数量大于游戏指定数量,电子设备按照随机配对请求列表中游戏用户的配对请求发起时间从先到后对选取游戏指定数量的游戏用户进行配对。
310,若随机配对请求列表中未处理的配对请求数量大于游戏指定数量,电子设备按照随机配对请求列表中游戏用户的配对请求发起时间从先到后对选取游戏指定数量的游戏用户进行配对。
本申请实施例中,如果随机配对请求列表中未处理的配对请求数量大于游戏指定数量,可以根据配对请求进入列表的时间的先后顺序进行匹配。优先对先发起游戏请求的游戏用户进行匹配,保证先发起游戏请求的游戏用户优先完成速配,从而提高用户游戏体验。
可选的,图3所示的方法还可以包括如下步骤:
当进入游戏用户推荐页面时,电子设备基于预设规则在游戏用户推荐页面显示预设数量的在线游戏用户。
本申请实施例中,预设规则可以是基于地理位置来确定。预设数量可以预先进行设定并存储在电子设备的非易失性存储器中,比如,预设数量可以为20。预设规则可以是在游戏用户推荐页面显示距离5千米内的5个在线游戏用户,距离5~15千米内的5个在线游戏用户,距离15~100千米内的5个在线游戏用户,100千米以外的5个在线游戏用户。如果符合条件的在线用户不足5个,则查找距离100千米以外的用户进行补位。
本申请可以在不同的地理位置推荐一定数量的在线用户,方便用户选择游戏用户推荐页面显示的在线游戏用户进行约战,解决陌生人游戏社交的诉求,提高用户粘性。
本申请实施例中,可以根据用户信息筛选条件筛选符合条件的配对请求对应的游戏用户进行匹配,满足游戏用户的个性化匹配需求。对于随机匹配的游戏用户,可以按照配对请求的发起顺序进行配对,保证先发起游戏请求的游戏用户优先完成速配,从而提高用户游戏体验。
上述主要从方法侧执行过程的角度对本申请实施例的方案进行了介绍。可以理解的是,电子设备为了实现上述功能,其包含了执行各个功能相应的硬件 结构和/或软件模块。本领域技术人员应该很容易意识到,结合本文中所公开的实施例描述的各示例的单元及算法步骤,本发明能够以硬件或硬件和计算机软件的结合形式来实现。某个功能究竟以硬件还是计算机软件驱动硬件的方式来执行,取决于技术方案的特定应用和设计约束条件。专业技术人员可以对每个特定的应用使用不同方法来实现所描述的功能,但是这种实现不应认为超出本发明的范围。
本申请实施例可以根据上述方法示例对电子设备进行功能单元的划分,例如,可以对应各个功能划分各个功能单元,也可以将两个或两个以上的功能集成在一个处理单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。需要说明的是,本申请实施例中对单元的划分是示意性的,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式。
请参阅图4,图4是本申请实施例公开的一种游戏用户匹配装置的结构示意图。该游戏用户匹配装置400应用于电子设备,如图4所示,该游戏用户匹配装置400包括接收单元401、获取单元402以及匹配单元403,其中:
接收单元401,用于接收第一游戏用户发起的第一配对请求,第一配对请求携带第一游戏用户的第一用户信息;
获取单元402,用于在第一配对请求携带用户信息筛选条件的情况下,获取符合用户信息筛选条件的未处理的配对请求数量;
匹配单元403,用于在符合用户信息筛选条件的未处理的配对请求数量大于或等于游戏配对数量的情况下,从符合用户信息筛选条件的未处理的配对请求中选择与游戏配对数量的配对请求对应的游戏用户与第一游戏用户进行匹配。
可选的,该游戏用户匹配装置400还包括第一处理单元404;
第一处理单元404,用于在符合用户信息筛选条件的未处理的配对请求数量小于游戏配对数量的情况下,放宽用户信息筛选条件,得到放宽后的用户信息筛选条件,并记录第一配对请求的等待处理时长;
获取单元402,还用于获取符合放宽后的用户信息筛选条件的未处理的配对请求数量;
匹配单元403,还用于在符合放宽后的用户信息筛选条件的未处理的配对 请求数量大于或等于游戏配对数量的情况下,从符合放宽后的用户信息筛选条件的未处理的配对请求中选择与游戏配对数量的配对请求对应的游戏用户与第一游戏用户进行匹配。
可选的,获取单元402,还用于在符合放宽后的用户信息筛选条件的未处理的配对请求数量小于游戏配对数量的情况下,获取第一配对请求的等待处理时长;
获取单元402,还用于当第一配对请求的等待处理时长等于第一预设时长时,若符合放宽后的用户信息筛选条件的未处理的配对请求数量仍然小于游戏配对数量,预先获取虚拟机器人用户的数据;
匹配单元403,还用于当第一配对请求的等待处理时长等于第二预设时长时,若符合放宽后的用户信息筛选条件的未处理的配对请求数量仍然小于游戏配对数量,将第一游戏用户与虚拟机器人用户进行匹配;其中,第二预设时长大于第一预设时长。
可选的,匹配单元403,还用于当第一配对请求的等待处理时长等于第二预设时长时,若符合放宽后的用户信息筛选条件的未处理的配对请求数量大于或等于游戏配对数量,从符合放宽后的用户信息筛选条件的未处理的配对请求中选择与游戏配对数量的配对请求对应的游戏用户与第一游戏用户进行匹配。
可选的,该游戏用户匹配装置400还包括第二处理单元405;
第二处理单元405,用于在第一配对请求不携带用户信息筛选条件的情况下,将第一配对请求放入随机配对请求列表;
获取单元402,还用于获取随机配对请求列表中未处理的配对请求数量;
匹配单元403,还用于在配对请求列表中未处理的配对请求数量等于游戏指定数量的情况下,将配对请求列表中未处理的所有配对请求对应的游戏用户进行匹配,游戏指定数量大于游戏配对数量,游戏指定数量与游戏配对数量的差值为1。
可选的,第二处理单元405,还用于在随机配对请求列表中未处理的配对请求数量小于游戏指定数量的情况下,记录第一配对请求的等待处理时长;
获取单元402,还用于当第一配对请求的等待处理时长等于第三预设时长时,若随机配对请求列表中未处理的配对请求数量仍然小于游戏指定数量,预 先获取虚拟机器人用户的数据;
匹配单元403,还用于当第一配对请求的等待处理时长等于第四预设时长时,若随机配对请求列表中未处理的配对请求数量仍然小于游戏指定数量,将第一游戏用户与虚拟机器人用户进行匹配;其中,第四预设时长大于第三预设时长。
可选的,匹配单元403,还用于在随机配对请求列表中未处理的配对请求数量大于游戏指定数量的情况下,按照随机配对请求列表中游戏用户的配对请求发起时间从先到后对选取游戏指定数量的游戏用户进行配对。
可选的,该游戏用户匹配装置400还包括显示单元406;
显示单元406,用于当进入游戏用户推荐页面时,基于预设规则在游戏用户推荐页面显示预设数量的在线游戏用户。
可选的,第一用户信息包括第一游戏用户的性别信息、第一游戏用户的年龄信息、第一游戏用户的地理位置信息中的至少一种。
实施图4所示的游戏用户匹配装置,可以根据用户信息筛选条件筛选符合条件的配对请求对应的游戏用户进行匹配,从而满足游戏用户的个性化匹配需求。可以快速找到符合用户预期的游戏用户一起对战,提高了游戏对战的趣味性。
请参阅图5,图5是本申请实施例公开的一种电子设备的结构示意图。如图5所示,该电子设备500包括处理器501和存储器502,其中,电子设备500还可以包括总线503,处理器501和存储器502可以通过总线503相互连接,总线503可以是外设部件互连标准(Peripheral Component Interconnect,简称PCI)总线或扩展工业标准结构(Extended Industry Standard Architecture,简称EISA)总线等。总线503可以分为地址总线、数据总线、控制总线等。为便于表示,图5中仅用一条粗线表示,但并不表示仅有一根总线或一种类型的总线。其中,电子设备500还可以包括输入输出设备504,输入输出设备504可以包括显示屏,例如液晶显示屏。存储器502用于存储包含指令的一个或多个程序;处理器501用于调用存储在存储器502中的指令执行上述图1至图3中的部分或全部方法步骤。
实施图5所示的电子设备,可以根据用户信息筛选条件筛选符合条件的配 对请求对应的游戏用户进行匹配,从而满足游戏用户的个性化匹配需求。可以快速找到符合用户预期的游戏用户一起对战,提高了游戏对战的趣味性。
本申请实施例还提供一种计算机存储介质,其中,该计算机存储介质存储用于电子数据交换的计算机程序,该计算机程序使得计算机执行如上述方法实施例中记载的任何一种游戏用户匹配方法的部分或全部步骤。
本申请实施例还提供一种计算机程序产品,所述计算机程序产品包括存储了计算机程序的非瞬时性计算机可读存储介质,所述计算机程序可操作来使计算机执行如上述方法实施例中记载的任何一种游戏用户匹配方法的部分或全部步骤。
需要说明的是,对于前述的各方法实施例,为了简单描述,故将其都表述为一系列的动作组合,但是本领域技术人员应该知悉,本发明并不受所描述的动作顺序的限制,因为依据本发明,某些步骤可以采用其他顺序或者同时进行。其次,本领域技术人员也应该知悉,说明书中所描述的实施例均属于优选实施例,所涉及的动作和模块并不一定是本发明所必须的。
在上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
在本申请所提供的几个实施例中,应该理解到,所揭露的装置,可通过其它的方式实现。例如,以上所描述的装置实施例仅仅是示意性的,例如所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,装置或单元的间接耦合或通信连接,可以是电性或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本发明各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元 中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。
所述集成的单元如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个计算机可读取存储器中。基于这样的理解,本发明的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储器中,包括若干指令用以使得一台计算机设备(可为个人计算机、服务器或者网络设备等)执行本发明各个实施例所述方法的全部或部分步骤。而前述的存储器包括:U盘、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、移动硬盘、磁碟或者光盘等各种可以存储程序代码的介质。
本领域普通技术人员可以理解上述实施例的各种方法中的全部或部分步骤是可以通过程序来指令相关的硬件来完成,该程序可以存储于一计算机可读存储器中,存储器可以包括:闪存盘、只读存储器(英文:Read-Only Memory,简称:ROM)、随机存取器(英文:Random Access Memory,简称:RAM)、磁盘或光盘等。
以上对本申请实施例进行了详细介绍,本文中应用了具体个例对本发明的原理及实施方式进行了阐述,以上实施例的说明只是用于帮助理解本发明的方法及其核心思想;同时,对于本领域的一般技术人员,依据本发明的思想,在具体实施方式及应用范围上均会有改变之处,综上所述,本说明书内容不应理解为对本发明的限制。

Claims (12)

  1. 一种游戏用户匹配方法,其特征在于,包括:
    接收第一游戏用户发起的第一配对请求,所述第一配对请求携带所述第一游戏用户的第一用户信息;
    若所述第一配对请求携带用户信息筛选条件,获取符合所述用户信息筛选条件的未处理的配对请求数量;
    若所述符合所述用户信息筛选条件的未处理的配对请求数量大于或等于游戏配对数量,从所述符合所述用户信息筛选条件的未处理的配对请求中选择与所述游戏配对数量的配对请求对应的游戏用户与所述第一游戏用户进行匹配。
  2. 根据权利要求1所述的方法,其特征在于,所述方法还包括:
    若所述符合所述用户信息筛选条件的未处理的配对请求数量小于所述游戏配对数量,放宽所述用户信息筛选条件,得到放宽后的用户信息筛选条件,并记录所述第一配对请求的等待处理时长;
    获取符合所述放宽后的用户信息筛选条件的未处理的配对请求数量;
    若符合所述放宽后的用户信息筛选条件的未处理的配对请求数量大于或等于所述游戏配对数量,从所述符合所述放宽后的用户信息筛选条件的未处理的配对请求中选择与所述游戏配对数量的配对请求对应的游戏用户与所述第一游戏用户进行匹配。
  3. 根据权利要求2所述的方法,其特征在于,所述方法还包括:
    若所述符合所述放宽后的用户信息筛选条件的未处理的配对请求数量小于所述游戏配对数量,获取所述第一配对请求的等待处理时长;
    当所述第一配对请求的等待处理时长等于第一预设时长时,若所述符合所述放宽后的用户信息筛选条件的未处理的配对请求数量仍然小于所述游戏配对数量,预先获取虚拟机器人用户的数据;
    当所述第一配对请求的等待处理时长等于第二预设时长时,若所述符合所述放宽后的用户信息筛选条件的未处理的配对请求数量仍然小于所述游戏配对数量,将所述第一游戏用户与所述虚拟机器人用户进行匹配;其中,所述第二预设时长大于所述第一预设时长。
  4. 根据权利要求3所述的方法,其特征在于,所述方法还包括:
    当所述第一配对请求的等待处理时长等于所述第二预设时长时,若所述符合所述放宽后的用户信息筛选条件的未处理的配对请求数量大于或等于所述游戏配对数量,执行所述从所述符合所述放宽后的用户信息筛选条件的未处理的配对请求中选择与所述游戏配对数量的配对请求对应的游戏用户与所述第一游戏用户进行匹配的步骤。
  5. 根据权利要求1所述的方法,其特征在于,所述方法还包括:
    若所述第一配对请求不携带用户信息筛选条件,将所述第一配对请求放入随机配对请求列表;
    获取所述随机配对请求列表中未处理的配对请求数量;
    若所述配对请求列表中未处理的配对请求数量等于游戏指定数量,将所述配对请求列表中未处理的所有配对请求对应的游戏用户进行匹配,所述游戏指定数量大于所述游戏配对数量,所述游戏指定数量与所述游戏配对数量的差值为1。
  6. 根据权利要求5所述的方法,其特征在于,所述方法还包括:
    若所述随机配对请求列表中未处理的配对请求数量小于所述游戏指定数量,记录所述第一配对请求的等待处理时长;
    当所述第一配对请求的等待处理时长等于第三预设时长时,若所述随机配对请求列表中未处理的配对请求数量仍然小于所述游戏指定数量,预先获取虚拟机器人用户的数据;
    当所述第一配对请求的等待处理时长等于第四预设时长时,若所述随机配对请求列表中未处理的配对请求数量仍然小于所述游戏指定数量,将所述第一游戏用户与所述虚拟机器人用户进行匹配;其中,所述第四预设时长大于所述第三预设时长。
  7. 根据权利要求5所述的方法,其特征在于,所述方法还包括:
    若所述随机配对请求列表中未处理的配对请求数量大于所述游戏指定数量,按照所述随机配对请求列表中游戏用户的配对请求发起时间从先到后对选取所述游戏指定数量的游戏用户进行配对。
  8. 根据权利要求1~7任一项所述的方法,其特征在于,所述方法还包括:
    当进入游戏用户推荐页面时,基于预设规则在所述游戏用户推荐页面显示预设数量的在线游戏用户。
  9. 根据权利要求1~8任一项所述的方法,其特征在于,所述第一用户信息包括所述第一游戏用户的性别信息、所述第一游戏用户的年龄信息、所述第一游戏用户的地理位置信息中的至少一种。
  10. 一种游戏用户匹配装置,其特征在于,所述游戏用户匹配装置应用于电子设备,所述游戏用户匹配装置包括接收单元、获取单元以及匹配单元,其中:
    所述接收单元,用于接收第一游戏用户发起的第一配对请求,所述第一配对请求携带所述第一游戏用户的第一用户信息;
    所述获取单元,用于在所述第一配对请求携带用户信息筛选条件的情况下,获取符合所述用户信息筛选条件的未处理的配对请求数量;
    所述匹配单元,用于在所述符合所述用户信息筛选条件的未处理的配对请求数量大于或等于游戏配对数量的情况下,从所述符合所述用户信息筛选条件的未处理的配对请求中选择与所述游戏配对数量的配对请求对应的游戏用户与所述第一游戏用户进行匹配。
  11. 一种电子设备,其特征在于,包括处理器以及存储器,所述存储器用于存储一个或多个程序,所述一个或多个程序被配置成由所述处理器执行,所述程序包括用于执行如权利要求1-9任一项所述的方法。
  12. 一种计算机可读存储介质,其特征在于,所述计算机可读存储介质用于存储电子数据交换的计算机程序,其中,所述计算机程序使得计算机执行如权利要求1-9任一项所述的方法。
PCT/CN2018/110081 2018-10-12 2018-10-12 游戏用户匹配方法、相关设备以及计算机可读存储介质 WO2020073324A1 (zh)

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